Hey there,

Previously i found a few issues with OpenQuest running in the original  
DOTT interpreter.

**The stopTalking opcode wasn't implemented**

I decided to have a look around the ScummVM source to see if there  
were any equivalents to stopTalking. Interestingly enough, there were.

1) putActorAt will call stopTalking provided the actor:
        - is visible
        - is going to be put in a room other than the current
        - is currently talking

Then looking further past the opcodes themselves...

2) Any operation which results in Actor::putActor being called with  
the same conditions as #1. Called directly by the following opcodes:
        - putActorAt  (note duplication of logic for #1)
        - putActorAtObject

3) Any call to ScummEngine::actorTalk with actor number 0xFF. Note  
that "_keepText" needs to be set to false by a code in the text, which  
can be either #3 or #119.
Technically speaking, stopTalking() actually sets "_keepText" to  
false, so in theory making a character speak one of the aforementioned  
codes should be all that is needed.

Called directly by the following:
        - actorSay

**Characters didn't always face each other when talking**

Not really figured this one out yet. If you remember when i checked  
out the DOTT scripts, actorFace was fed in actors during cutscenes,  
and considering that OpenQuest does the same thing, then i can't see  
that being an issue.

The only other thing i can think of is perhaps it's a problem with the  
costumes? Though that wouldn't make much sense either.

**The letter "P" took the place of empty inventory slots**

Still a mystery for me. Perhaps we should make dummy icons for the  
empty slots?

**Actor names weren't displayed on mouseover**

I'm going to have to go with your theory and suggest that the actor  
object name should be used.


I'll be seeing if i can fix the issues i have figured out, so stay  
tuned.

Regards,

James S Urquhart

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